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Alexandre Mandryka

Game Credits


Warhammer 40,000: Space Marine (2011)   (Director - Design)
Assassin's Creed (Director's Cut Edition) (2008)   (Director, Editorial Game Design)
Assassin's Creed (2007)   (Director, Editorial Game Design)
My Word Coach (2007)   (Editorial Game Design Director)
Naruto: Rise of a Ninja (2007)   (Editorial Game Design Director)
Rocky Balboa (2007)   (Editorial Game Design Director)
Surf's Up (2007)   (Editorial Game Design Director)
TMNT (2007)   (Editorial Game Design Director)
TMNT (2007)   (Editorial Game Design Director)
Far Cry: Instincts - Predator (2006)   (Lead Game Designer - Multiplayer)
Star Wars: Lethal Alliance (2006)   (Editorial Game Design Director )
Tom Clancy's Rainbow Six: Vegas (2006)   (Editorial Game Design Director)
Far Cry: Instincts (2005)   (Lead Game Design - Multiplayer)
Fast Lane Carnage (2005)   (Game Design)
Prince of Persia: The Two Thrones (2005)   (Editorial Game Design Director )
The Saga of Ryzom (2004)   (Level Designers)
Planet of the Apes (2001)   (Level Editing also Participating)

Creative Services

Surf's Up (2007)   (Editorial Game Design Director)
Tom Clancy's Splinter Cell: Double Agent (2006)   (Editorial Game Design Director)


Open Season (2006)   (Editorial Support)


Far Cry 2 (2008)   (Special Thanks)
Lost: Via Domus (2008)   (Special Thanks)
Prince of Persia (2008)   (Special Thanks)


Assassin's Creed (2007)   (Director, Editorial Game Design)

Developer Biography

Alexandre Mandryka is a game designer, creative director and design director with experience on a wide variety of game genres on PC and consoles, centered in the core gaming market. After starting his career in France, he worked at Ubisoft Montreal for five years where he helped develop many of the studio recent key products as well as the in-house design discipline. He then moved to Vancouver to hold the design director position at Relic Entertainment, and is now developing his game design consulting practice at

His interests lie in making sense of the craft of design, from the abstract concepts of creativity management, to the nuts and bolts of low level mechanics.

Last updated: Aug 15, 2012